Freakazoid
Freakazoid Category by Stone Gargoyle
Freakazoids are individuals belonging to a race of mutants, born of mutants with no living relative who is not a mutant. Due to this fact, they live in a somewhat reserved society even amongst other humans, taking care of their own and being secretive to anyone who is not a mutant. They have learned to blend in as necessary, less prone to abnormal skin colors than other mutants, and to recognize abilities from birth so as to train their children from an early age.
Any powers they have affect their body chemistry and appearance drastically. Animal Abilities, for instance, will cause permanent mutations if selected, with the individual always in the bestial form. They can be mistaken for animals in some instances.
Unlike Genefreaks, powers may not be similar between parents and children or between siblings, so diverse are the latent powers in their geneology. Powers and mutant traits will be apparent from birth. These characters are generally less accepted by society as a result than even other mutants, mainly due to the fear that mutants will one day replace mankind.
Attributes: Determine as normal, but anyone not possessing enhanced attributes from superpowers (such as Spuerhuman Strength and Enhanced Physical Prowess) gain additional bonuses automatically.
The bonuses are as follows:
- +1d6 IQ
- +1d4 ME
- +1d6 PS, considered Extraordinary
- +1d4 PP
- +2d6 PE
- Speed Twice normal
- Heals twice normal rate
- Fatigues at half normal rate
Hereditary Cause of Mutations: The powers have been in the family for hundreds of years, so much so that the cause may have been forgotten.
- 01-14% Divergent Evolution: The mutant race is a subspecies of humanity that evolved in extreme conditions.
- 15-28% Divine Intervention: The race was blessed or cursed by deities due to actions long forgotten.
- 29-43% Ancient Spell Magic: a spell transfigured the ancestral line in times long past.
- 44-57% Alien Abduction: The race was experimented on by aliens and then returned to Earth.
- 58-70% Alien Origins: The race evolved from aliens stranded on Earth who interbred themselves with humans in order to survive, thus creating a new race.
- 71-85% Natural Phenomena: A strange anomalous natural occurance altered the genetics of the ancestral line.
- 86-00% Mutant Inbreeding: The ancestors were early mutants outcast by ancient societies who banded together for survival.
Unusual Physical Characteristics: The mutant will have evolved to fit in, babies being too extreme even killed in some instances. Roll once on the Physical Characteristics table (HU2 p. 159-60, or use the table provided by Mephisto), but ignore "No Unusual Physical Traits and ODD Skin Color. Their powers will give them other unusual traits as well.
Super Abilities: Roll on the table for mutants (HU2 p. 161) but ignore the result of Unstable Powers. The race has learned how to detect that and prevent it at birth. Add one major super ability or two minor abilities in addition to those rolled.
Psionics and pseudopsionic powers, as well as those relating to time and reality manipulation are extremely rare but not unheard of, though these individuals may find themselves unaccepted by the majority of the other members of their race. Common powers for the race are APS powers, Energy Expulsion, Matter Expulsion and Animal Abilities, as well as the more physically oriented powers.
Other Stuff:
- Education: Unless living in a remote isolated area with only their own kind, only 10% of the race will have an education higher Street Schooled. Freakazoids living amongst humans will avoid such public interactions.
- Hand to Hand Combat: Combat skills are not automatic. They must be selected as a learned skills.
- Attacks per melee: Freakazoisa start with the regulat 2 attacks plus one additional to reflect the early training they receive. Additional attacks are developed through Hand to Hand combat and other combat bonuses or special abilities.
- Weapons and Armor: The race stockpiles armor and weapons, though the GM should use discretion in this regard.
- Alignment: Any alignment can be selected, but heroes should generally be of good alignment.
- Structural Damage Capacity: All Freakazoids get a base SDC of 40. The SDC can be increased through physical skills, some unusual characteristics and some super abilities.
- Available Financial Resources: The family provides support and keeps money available, so 4d4X1000 dollars are available in ready cash. This is in addition to any possible life savings. Unless living in a remote isolated region, the character will not drive, as a license would provide evidence as to their existence and provide a paper trail. They will avoid such legal evidence of their existence, even to the point of having no birth certificate, or a cleverly forged one. Doctoring and healing is also done by members of the race, with hospitals carefully avoided. Some will choose to pass as human, gaining forged documents and gaining employment in service professions so as to obtain supplied and equipment. 01-88% chance of living in abandoned buildings or railway tunnels.